Catullus64
2022-08-09, 05:40 PM
The Gritty Realism variant rule has had ample ink spilled over it, as has Wizards' overall trend of moving away from Short Rests as a design paradigm, but I think I've yet to see much discussion of the two in conjunction.
Some background for the unaware: Gritty Realism is a (poorly named) variant rule presented in the Dungeon Master's Guide. Under this rule, a Short Rest takes 8 hours to complete, while a Long Rest requires a week of sustained downtime. Many, myself included, like this rule for a myriad of reasons: it changes the rhythm of the adventuring day and makes resource management more challenging, it promotes a longer timeframe for campaign narratives, it encourages and creates space for downtime activities, and it makes PCs feel just a little bit more human and vulnerable.
When I refer to WotC moving away from Short Rests, I refer to a trend of making limited-use features more uniformly tied to Proficiency Bonus and Long Rests, whether those features come from races or classes, rather than ability modifiers or short rests. This is a fairly well-observed trend, and I think it's safe to assume it will be the norm in the much-anticipated rework that the game is set to receive in 2024.
I don't think that Gritty Realism as it exists now will be at all well supported by the new paradigm. Mid-adventure rests will become essentially excised from the game, and that for me removes a lot of the interesting drama that comes from the need to camp and rest in safety, and it slows the pace of the game down too much. To preserve the feel of GR, DMs might need to do extensive, granular homebrew on which features are tied to which kind of rest, and that's a less than ideal place to be.
That said, I think the change, if thoroughly implemented, does push the default game a little closer to the pacing of GR. If the more short-rest dependent classes (Monks, Warlocks, and Fighters especially) are adjusted to fit the paradigm, I can see the base game itself emulating GR in small ways. One thing that could be very good would be gradual recovery of features, Hit Points, & spell slots over multiple rests, instead of the all-or-nothing system of today. There is some precedent for features taking more than one Long Rest to recover, but it's generally reserved only for big, flashy capstone features like Divine Intervention and Limited Wish.
What do you hope or expect to see the future of GR become, if and when short rests become a thing of the past?
Some background for the unaware: Gritty Realism is a (poorly named) variant rule presented in the Dungeon Master's Guide. Under this rule, a Short Rest takes 8 hours to complete, while a Long Rest requires a week of sustained downtime. Many, myself included, like this rule for a myriad of reasons: it changes the rhythm of the adventuring day and makes resource management more challenging, it promotes a longer timeframe for campaign narratives, it encourages and creates space for downtime activities, and it makes PCs feel just a little bit more human and vulnerable.
When I refer to WotC moving away from Short Rests, I refer to a trend of making limited-use features more uniformly tied to Proficiency Bonus and Long Rests, whether those features come from races or classes, rather than ability modifiers or short rests. This is a fairly well-observed trend, and I think it's safe to assume it will be the norm in the much-anticipated rework that the game is set to receive in 2024.
I don't think that Gritty Realism as it exists now will be at all well supported by the new paradigm. Mid-adventure rests will become essentially excised from the game, and that for me removes a lot of the interesting drama that comes from the need to camp and rest in safety, and it slows the pace of the game down too much. To preserve the feel of GR, DMs might need to do extensive, granular homebrew on which features are tied to which kind of rest, and that's a less than ideal place to be.
That said, I think the change, if thoroughly implemented, does push the default game a little closer to the pacing of GR. If the more short-rest dependent classes (Monks, Warlocks, and Fighters especially) are adjusted to fit the paradigm, I can see the base game itself emulating GR in small ways. One thing that could be very good would be gradual recovery of features, Hit Points, & spell slots over multiple rests, instead of the all-or-nothing system of today. There is some precedent for features taking more than one Long Rest to recover, but it's generally reserved only for big, flashy capstone features like Divine Intervention and Limited Wish.
What do you hope or expect to see the future of GR become, if and when short rests become a thing of the past?